Brave. The Knight has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the Knight hits with it (included in the attack).
Martial Advantage. Once per turn, the Knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Knight that isn't incapacitated.
Hold the Line. While the Knight is holding a spear, other creatures provoke an opportunity attack from the Knight when they move within 5 feet of it. When the Knight hits a creature with an opportunity attack using its spear, the creature takes an extra 4 (1d8) piercing damage, and the creature’s speed becomes 0 for the rest of the turn.
Multiattack. The Knight makes three melee attacks.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Business End. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Parry. The Knight adds 3 to its AC against one melee attack that would hit it. To do so, the Knight must see the attacker and be wielding a melee weapon.
Comments